Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Of how much irony in this. Because it's central theme of this whole damn story
No it isn't. "When one falls, we continue". That is literally said right from the get go. And if it all meant nothing, then the endings would make even less sense.
Unfortunately it does this meta-storytelling by pushing its characters completely aside in order to educate, rather than continuing to grow the characters themselves to properly conclude the story in a satisfying manner that respects the journey thus far and still makes the exact same point. Which is why the endings are just unsatisfying melancholic cliffhangers that lead nowhere really, with no character growth on either side.
It is a bold story, but its point was obvious from the get-go of ACT III and unfortunately never elevated the story, its characters nor its stakes past trying to make a point. Regardless I felt the same way. The finale was really unsatisfying by using such a basic plot for its conclusion and pushing its characters completely aside, so just went with Maelle so it sucks less.
"The future of Lumiere is far more important than any individual life." - Lune
You just told me that the whole game went right past your head. I guess that's fair, basic comprehensive skills are hard for young people nowodays
Simply because i think the people of Lumire are just as much worth then then ones in the real world. And they deserve to live just as much.
Maelle will go insane over time and die in the painting but at least the inhabitants get to live on.
Another relevant point is to think about how real those people are. I know that to us who are playing they sound real, but it's like the characters in a book, if well written they sound real to us, companions on a journey...and then the book ends, the story ends, we need to close it.
And in the end, it's Maelle who never manages to make that compromise, to accept that she needs to leave, that it's destroying her, leaving Verso with the only option, which is perhaps the hardest.
Note that from this point on, Renoir is already out of the picture, already out of the story, tragically accepting what is to come. It's Maelle, who, intoxicated by the painting, can't help but want to live in this disillusionment rather than face real life.
Yes, it's a bittersweet ending, but it brings home the essence of reflection on mourning, on how “alive” these artificial characters are, and how much one can let oneself be intoxicated by a life of illusions.
It's usually not good storytelling when for 90+% your story is about ONE thing only for it (the author) to tell you "Nah, I was just kidding, it's actually about THAT" in the final 10%, IF you also invalidate all that came before.
Gustave, Sophie, their hopes, dreams, ambitions, goals and everything? Pointless.
Lune and Sciel? Irrelevant.
All that matters now: if one suicidial clinically depressed sociopath can have it it his way, or if the girl you got to know all throughout the story suddenly completely changes her character and becomes a delusional quasi goddess.
You don't do that.
The two endings we have are not necessarily "terrible", what makes them terrible is the utter lack of an ending that is not about the family. When 90% of the game is NOT about the family but mostly about saving Lumiere.
Funny enough, YT, yesterday, recommended a video to me about the 9 worst endings a story can have, this was advice for aspiring novelists. And yeah, the kind of ending Clair Obscure has was one of them.
If you make people invest in your characters there'd better be some emotional payoff, not complete sidelining of said characters to the point of utter irrelevance. The game IS certainly about the Dessendre family, but not exclusively so, it is also about Lumiere, this is a fact, no one can deny it. 90% of the story is all about "how do we save Lumiere". Again, the two endings we get are not the real issue, the issue is that there is ONLY these two endings.
If they really make a movie based on that game I truly wonder how much they will rewrite here so audiences will actually want to see it.
When Alicia brought back Lune and Sciel after Verso's deception, Verso apologized to them, promised them the truth, and said he would fight to bring back the residents of Lumiere. His conversations with everyone also made it seem that he was truly remorseful and regretful of his actions. And then we have Alicia, who scolded Verso for robbing the painted folk of their agency when he deceived them into erasure. In her relationship side-quest, she apologised to Verso for not giving him the opportunity to say goodbye to Painted Alicia before she got erased. She acknowledged that erasing Painted Alicia was what Painted Alicia wanted, but also understood that she shouldn't have deprived Verso the opportunity to say goodbye. I saw this as a moment of maturity for her.
And then we have the two endings, which somehow abandons everything I mentioned and makes both choices rather selfish at their core.
In Verso's ending, Verso opts to betray everyone once again, and it seems his primary motivation for erasure was his severe depression for having lived so long with memories he knows does not really belong to him.
It looked like the sight of Aline breaking down outside the canvas was what set him off at first, but the alternative ending dialogue with Alicia indicated that he really just wanted to die. And even if his motivation is up for debate, what cannot be questioned is how he also allowed Lune, Sciel, Esquie, and Monoco to all be erased at the same time.
We see in the epilogue that the Dessandre family seems to be healing, which is the dev's consolation prize to us, even though that was never really Verso's motivation. And why would it be, when he knows he's just the painted version of the actual Verso?